And now for the sixteenth set of Dungeons & Sorcery spells. I finally get around to presenting the (long) writeups for Polymorph Other and Polymorph Self.
Emotion (SC)
Enchantment, Somatic, Verbal, Area (Fixed)
108 points
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim
Range: 100 yards
Duration: 1 minute
The caster attempts to inspire one emotion in everyone in a 4-yard radius of the point he aimed at (see Scatter, B414, on a miss). The Sway Emotions skill (B192) has guidelines on what is possible, and in general reactions to this should be role-played.
However, there are mechanical benefits, which are also up to the GM’s discretion to apply. Every person in the area of effect rolls a Quick Contest of IQ (plus caster’s Talent), with victory exempting them from the effects of the spell, though they will still feel the emotion, just not at a level where it affects/controls actions. (A character can ‘choose not to resist’ a helpful emotion from a trusted caster, at which point, assume a “failure” of 3.)
Despite the first paragraph, there are mechanical benefits and penalties to being under the sway of this spell. The MoF of the Quick Contest is a die roll modifier to all rolls touching that emotion for the next minute. Notably, “courage” and “fear” will generate bonuses or penalties to Fright Checks within that time. Similar conditions can apply to many Reaction Rolls (e.g., an inexperienced hireling told to advance on the scary-looking monster may need a Reaction Roll to follow orders; proper use of emotion could help with this). This spell will never cause a Fright Check or similar, though it might make what was an “assumed” good or bad Reaction Roll into one that is actually rolled and modified.
Mind Control (Area Effect, 4 yd., +150%; Emotion Control, –50%; Independent, +70%; Requires Gestures, –10%; Requires Magic Words, –10%; Sorcery, –15%; Takes Extra Time, x4, –20%) [2.15×50] Note: I’m adding the modifiers to Emotion Control to give it some extra punch, and separate it from the cinematic enthrallment skill. Consider it a house rule.
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